“The more you watch, the more mysterious the natural world becomes, and the more you realize how little you know. Along with its beauty, you may also come to experience its fecundity, its wastefulness, aggressiveness, ruthlessness, parasitism, and its violence. These qualities are not well-conveyed in textbooks.”
― Michael Crichton, Micro

(Not familiar with that book - just searched for fitting quotes online, and this seemed to be one. )

Okay, another update! My entry for this year's September custom contest - which came in joint first! (Shout out here to the other joint winner, @BiggaBullfrog and his Dionean Mantrap.)

I'm actually pretty happy with my design. As I've said before, I like to try to make my entries to these contests a little creative, to try to take a somewhat different and unexpected spin on the theme that the brief or figure seems to be pushing me towards. In this case, there was really no way this design couldn't be a plant monster, but I didn't want to go the usual, D&D-esque generic fantasy route with it. As such, I thought it would be fun to try to make it a folklore spirit, because 1) I thought it would be an interesting and distinct take on the plant monster theme, 2) it was a theme that really spoke to me anyway, and 3) I already seem to have a blossoming little faction of folklore spirits coming from these contests in the form of Dreg Mera and the Myji Coven. A quick Google search didn't unearth anything like this in Irish folklore, but I decided not to let that deter me - this was less about translating a specific creature from folklore, and more about getting across that feeling. The name, though unpronounceable, was carefully chosen, meaning 'The Murdering Flower' in Irish (at least as far as my Google-fu was able to deduce - I'm no scholar of the Irish language! )

A very early decision was that I didn't want her to be able to move, not normally - she is a plant, after all. Therefore, I decided that, to give her mobility, I'd play up the unknowable spirit angle and let her turn up anywhere near the enemy at the end of the round. Then I realised - if she's returning to the board like this, why don't I really play up the spirit angle and make her immortal? It doesn't make her unbeatable if she can come back like this at the end of each round - if she's gone when the rest of your army's eliminated, you still lose - but it does mean you can never truly eliminate her, which I was hoping would give her a nicely distinct, terrifying, otherworldly vibe. I could have made it automatic, or based on a D20 roll, but I decided - almost going for a reverse of Morwyn Rhoderyk - that basing it on the deaths of opponents' figures would make her feel more sinister.

After that it was just trying to get across how she would hunt - Undergrowth Tendrils to tie her prey up and drag them towards her, and Helpless Victim to allow her to pick off those who are separated from the pack - and I had my concept. After testing her, I was honestly surprised by how happy I was with her - she felt evocative, ethereal and like nothing else in the game. After bumping her up 20 points on account of the fact I'd underestimated the power of her abilities, and altering Helpless Victim to be less punishing to heroes, I was ready to submit.

One final small note about An Bláth - though lacking in explicit synergy, by counting as a tree and counting all spaces next to her as swamp water, she allows for plenty of subtle synergy throughout Classic and Mixedscape; benefiting the likes of the Marro Drudge, Water Elemental, Microcorp Agents and Aquaman (as well as the new Durgeth Ravagers, though obviously I didn't know that at the time) with her water; and the Quasatch Hunters, Poison Ivy, Floronic Man and Swamp Thing by acting as a tree.

So, here we are - An Bláth Dúnmharú:

Custom Set Nine: Scourge of Éadóchas

Spoiler Alert!

~Lazy Orang, making acknowledgement to @Soundwarp SG-1 for the General and Homeworld.

An Bláth Dúnmharú does not start the game on the battlefield. At the beginning of any round, before placing Order Markers, if an opponent’s figure was destroyed during the previous round, whether An Bláth Dúnmharú is on the board, has not yet been deployed or is destroyed, you may remove all Wound Markers from this card and place An Bláth Dúnmharú on any empty space within 2 spaces of an opponent’s figure. All spaces adjacent to An Bláth Dúnmharú are considered swamp water spaces and whenever a special power on an Army Card refers to an Evergreen Tree or Jungle Piece, it refers to An Bláth Dúnmharú as well.

Undergrowth Tendrils

All opponents' small or medium figures that enter or occupy a space adjacent to An Bláth Dúnmharú, and any opponents’ figures within 2 clear sight spaces of An Bláth Dúnmharú that occupy a swamp water space or are adjacent to an Evergreen Tree or Jungle piece, may not move, except to engage An Bláth Dúnmharú . Figures affected by Undergrowth Tendrils cannot be moved by any special power on any other Army Card. Before attacking with An Bláth Dúnmharú, you may place any small or medium figure within 2 clear sight spaces of An Bláth Dúnmharú adjacent to her.
Helpless Victim

If An Bláth Dúnmharú is only adjacent to one opponent’s small or medium Common figure, that figure may not roll defence dice against An Bláth Dúnmharú. If An Bláth Dúnmharú is only adjacent to one opponent’s small or medium Unique figure, that figure rolls two fewer defence dice against An Bláth Dúnmharú.

130 Points

Unit Bio

Spoiler Alert!

In the heart of Ticalla there is a sickness, a sickness that has been growing since shortly after the War of the Valkyries began. From the depths of the Uncharted Swamp to its south-west, the Marro have grown and spread and tainted everything in their path. The feeble attempts of the Allied Generals to root out and destroy this plague have served only to blight the land with war and bloodshed - once wild, verdant jungle and swampland has been stripped bare of vegetation and wildlife, the roar of guns and the fury of dragons’ breath laying waste to everything. Throughout this time, Hekatiane looked on, her cold fury growing warmer by the day, yet tempered by a knowledge that there was nothing she could do.
No longer. For today, her secret weapon has come to Valhalla.AnBláthDúnmharú (The Murdering Flower) - the terror of the Marsh of Éadóchas back in her homeworld of Grymwold, and Hekatiane’s last hope for Ticalla. As much spirit - or demon - as she is plant, she is ageless and deathless, and any who think her vanquished will soon be in for a very unpleasant surprise. She is unconfined by space, and is drawn unerringly to death; all she needs is for one soldier in the opposing army to meet his end, and within moments she’ll be on them, materialising from the earth itself; wrapping them in the organic tendrils she extends beneath the undergrowth; drawing them towards her; devouring them, when they are left alone and helpless. When she is banished, it is only ever transitory; if she can still feel death among you, she will be on you once again.
Human or Elf, Marro or Kyrie, all should take pause: all it takes is one death...

Rulings, Clarifications and Errata

Spoiler Alert!

N/A

Combinations and Synergies

Spoiler Alert!

Synergy Benefits Received
Official Classic:

N/A

Valhalla Customs:

N/A
Competitive Unit Congress:

N/A

My Classic Customs:

As a Spirit, An Bláth Dúnmharú may be activated by Hanternos'sThe Ancient Hunt special power.
As a Spirit, An Bláth Dúnmharú may activate Ganimorr's Carrion Birds special power.

Other People’s Customs I Use:

N/A
Marvel and C3G:

N/A

Synergy Benefits Offered

Official Classic:

N/A

Valhalla Customs:

N/A
Competitive Unit Congress:

N/A

My Classic Customs:

N/A

Other People’s Customs I Use:

N/A

Marvel and C3G:
N/A

Immunities, Benefits and Weaknesses

Spoiler Alert!

Disclaimer: Given the sheer number of powers that do not affect Large figures that go uncompiled, it is highly likely this list is not exhaustive and will not be consistently updated. The Customs I Use section is especially likely to contain gaps - if your custom is in my collection, would qualify but is not listed, I can only offer my apologies.
ImmunitiesImmunities
Official Classic:

As a Large figure, An Bláth Dúnmharú cannot be affected by aspects of certain special powers. These special powers include: Arashara Goshiri'sShifting Sands, Augamo'sRamming, Hoplitron'sShield Push.

Competitive Unit Congress:

N/A

My Classic Customs:

As a Large figure, An Bláth Dúnmharú cannot be affected by aspects of certain special powers. These special powers include: Myji Coven'sNo More Than Crows, An Bláth Dúnmharú'sUndergrowth Tendrils and Helpless Victim

Other People’s Customs I Use:

As a Spirit, An Bláth Dúnmharú is not affected by Brishon's Sea Fret special power. Brishon is a design by my Mum.

Major J15 adds one automatic skull to whatever is rolled when attacking An Bláth Dúnmharú due to Breaching Scythe.
An Bláth Dúnmharú may be replaced with a Zombie Hulk when destroyed by an Undead Savage due to Zombie Rises Again.

Competitive Unit Congress:

N/A
My Classic Customs:

N/A

Other People’s Customs I Use:

N/A

Marvel and C3G:

Atom (Al Pratt) rolls one additional attack and defence die against the An Bláth Dúnmharú thanks to his Fearless Advantage special power.

“There were large stakes there on which, as it was said, about twenty thousand men, women, and children had been spitted, quite a sight for the Turks and the sultan himself. The sultan was seized with amazement and said that it was not possible to deprive of his country a man who had done such great deeds, who had such a diabolical understanding of how to govern his realm and its people. And he said that a man who had done such things was worth much.”
— Laonikos Chalkokondyles: The Histories

Vlad was actually the very first figure I ever designed and playtested - though he's gone through some major revisions from the character I first passed. The old Fear Aura was much more complicated with more modifiers than you'd ever find on an official card, he was a dual-classed Warlord/Darklord rather than a Champion/Darklord (a change I'll explain later), he had a 'Harsh Example' power allowing you to execute one of your men for a temporary stat boosting aura, which was cut due to never being used, and Fanatical Demagoguery used to change the personality of Uniques rather than squads, just like Parmenio - he was designed before the Death Knights came out, and it took me about five seconds to realise I'd created someone who could give Major Q9 bonding and decide it was a bad idea. I think whipping up the masses feels more like demagoguery anyway....

This year, while looking over Warlord Games for figures for historical customs (I love history, and I hope to be able to put a lot more historical figures up here in future), I stumbled across these guys - and, knowing I already had Vlad, giving him some Wallachian troops to command was just too tempting to pass up (it's also what encouraged me to give Vlad a round of reworking). I changed Vlad's secondary class from Warlord to Champion (I was happy to give up Roman bonding, but not bonding with the Wolves of Badru - Vlad plus Wolves is a fun and thematic little army, even if it's not too strong) and gave them Champion of Evil Bonding off @IshMEL 's Sevestra Thune, a fun little character I picked up last year, since I reckoned that Sir Hawthorne could use another, more thematic bonding option and these guys would fit perfectly. I also reworked the initial concept of Harsh Example into a fairly different power and gave it to them, allowing them to hit pretty hard for a 4-man bonding squad, but at the cost of having to execute your own men - and, after a little testing and some painting of the Wallachians, I had a fun and thematic little faction.

Immediately before an opponent’s figure within 4 clear sight spaces of Vlad the Impaler would roll attack or defence dice, if that figure isn’t Fearless, roll the D20. On a roll of 15-18, that figure rolls one fewer die. On a roll of 19+, that figure rolls two fewer dice.

Fanatical Demagoguery

Vlad the Impaler has the class Champion and the Relentless personality in addition to the class and personality listed on this card. At the start of the game, you may choose any Common or Unique Squad you control. For this game the chosen card’s personality is Relentless, regardless of what is listed on its card.

110 Points

Unit Bio

Spoiler Alert!

Bio- Vlad III. Vlad the Impaler. Dracula. Few names brooked greater horror and revulsion in Eastern Europe in the 15th century. Few names were more feared.
Having spent much of his childhood alongside his brother Radu as hostages in the Ottoman court, Vlad saw firsthand how ruthlessness and cruelty could be turned to a ruler’s advantage. After the murder of his father, the previous Voivode of Wallachia, and his elder brother, and the installing of a successor, Vladislav II, by the Hungarian court, he returned to his homeland twice - the first leading an Ottoman force, where he was eventually repelled, and then, years later, with Hungarian support, during which invasion Vladislav II was killed.
At the beginning of his reign, he ordered hundreds of thousands of his own citizens executed, and began a purge of the boyars who had been involved of the murder of his father and brother - men he believed were plotting against him. Stories of his hideous deeds spread even during his lifetime - it was not long before he was a man of infamy. According to one tale, he once had two monks impaled in order to ‘assist them to go to heaven’, and even impaled their donkey when it began braying after its masters’ death - another tale said that when Turkish messengers came to pay their respects to him, but refused to remove their turbans, as was their custom, he reinforced said custom by nailing them to their heads. During his dealings with the surrounding kingdoms, he once broke into Transylvania and plundered the villages around Brașov and Sibiu, and when the Saxons confiscated the steel a Wallachian merchant had bought in Brașov without reimbursing him, Vlad responded by having some Saxon merchants ‘ransacked and tortured’. In 1460, Vlad invaded southern Transylvania, laid waste to the suburbs of Brașov, and commanded the impalement of all men and women who had been captured.
When Vlad decided to end his vassalage to the Ottoman Empire, Mehmed, the Turkish Sultan, sent an official to order Vlad to come to Constantinople, while commanding another to capture him as he crossed the Danube. Vlad learned of this deceit, had them both executed, and then ordered, in fluent Turkish, the Ottoman commander of the fortress of Giurgiu to open his gates, allowing Wallachian soldiers to break in and capture it, to commence an invasion of the Ottoman Empire during which he devastated the villages of the Danube. More than 23,000 Turks and Bulgarians were killed by his order during the campaign. When Mehmed learned of the invasion in 1462, he declared Vlad’s brother, Radu, the new ruler of Wallachia, and invaded with a force more than 150,000 strong. Knowing himself to be horribly outnumbered, Vlad adopted a scorched earth policy as he retreated towards Târgoviște. After a failed attempt on Vlad’s part to break into the sultan’s camp and capture or kill him, the Turks reached Târgoviște - it was deserted, and they were appalled to find a ‘forest of the impaled’ - all but their sultan, who was, if anything, impressed. The Wallachians were defeated, Radu was installed as the new ruler, and Vlad fled to the Carpathian Mountains. He was soon captured and imprisoned by the Hungarians - rumour has it that, during his imprisonment, Vlad caught rats and cut them up into pieces or stuck them to small pieces of wood, so deep-seated was his cruelty.
Vlad, having finally been released, moved to Transylvania in 1475. A year later, with support from nearby princes, he once again made war on the Ottomans, eventually returning to his throne November. His third and final rule was shortlived - he died in battle against their counter-attack that winter. The Ottomans cut his corpse into pieces, and his head was sent to Mehmed.
At least, that is the official story. When Utgar saw his merciless brutality, he knew this was one warrior he could not afford to ignore. On Valhalla, he is just as brutal as ever, laying towns to waste and making mountains and forests of the dead. Even in his brief existence on that world, his infamy has spread, to the degree that the enemies of Utgar fear him more than almost any other, for if they are captured, they know they can expect no mercy - only agony, followed by death.

Rulings, Clarifications and Errata

Spoiler Alert!

N/A

Combinations and Synergies

Spoiler Alert!

Synergy Benefits Received
Official Classic:

As a Human Champion, Vlad the Impaler may be activated by the Knights of Weston'sHuman Champion Bonding special power.
As a Human Champion, Vlad the Impaler may be activated by the MacDirk Warriors'Human Champion Bonding special power.
As a Medium figure with the Relentless personality, Vlad the Impaler may be activated by the Death Knights of Valkril'sUnholy Bonding special power.
As a Darklord, Vlad the Impaler may be activated by the Wolves of Badru'sUnholy Bonding special power.
As a figure with the Relentless personality, Vlad the Impaler may add one to his attack via Khosumet the Darklord’s Relentless Assault special power.
As a Unique Hero who follows Utgar, Vlad may be activated by Ornak'sRed Flag of Fury Aura special power

Valhalla Customs:

As A Unique Human, a destroyed Ebon Armour may be placed on Vlad the Impaler's Army Card to replace Vlad the Impaler upon his own destruction.
Competitive Unit Congress:

As a figure with the Relentless personality, Ulixes may add one to his attack via Khosumet the Darklord’s Relentless Assault special power.

My Classic Customs:

As a Champion who follows Utgar, Vlad the Impaler may be activated by the Wallachian Infantry'sChampion of Evil Bonding special power.

Other People’s Customs I Use:

As a Champion who follows Utgar, Vlad the Impaler may be activated by Sevestra Thune'sChampion of Evil Bonding special power.
Marvel and C3G:

As a Unique Champion Hero, Vlad the Impaler may be chosen by Mongul for his Mongul’s Champion special power
As a Unique Champion Hero, Vlad the Impaler rolls 1 additional attack die if she's Cecil Stedman's chosen Unique Hero and is taking a turn with Cecil Stedman's Government-Funded Heroes special power.
As a Champion, Vlad the Impaler rolls 1 additional attack die when adjacent to Allen the Alien due to his Champion's Challenge special power.
As a Unique Human Hero, Vlad the Impaler may be healed by Alfred Pennyworth'sField Medic special power.
As a Unique Human Hero, Vlad the Impaler may be chosen for Arnim Zola'sCloning 16 special power.
As a Unique Human Hero, Vlad the Impaler may be chosen for Jackal'sExperimental Cloning special power.
As a Unique Human Hero, Vlad the Impaler can be healed by Doctor Mid-Nite'sPhysician special power.

Synergy Benefits Offered

Official Classic:

As a Human Champion, Vlad the Impaler may be chosen for MacDirk Warriors'Highland Fury special power, and adds up to five to their normal attack

Valhalla Customs:

Having a Relentless personality, Vlad the Impaler may aid the Knights of Blackgaard with their Relentless Army Attack Bonus.
Competitive Unit Congress:

N/A

My Classic Customs:

N/A

Other People’s Customs I Use:

N/A

Marvel and C3G:

As a Champion, Vlad the Impaler may provide Cyborg (II) with a Justice League Marker through his Justice League Support special power.
As a Champion, Vlad the Impaler may provide Batman (Bruce Wayne) (III) with a Justice League Marker through his The Brave And The Bold special power.
As a Champion, Vlad the Impaler may provide Superman (Kal-El) (III) with a Justice League Marker through his JLA Trinity special power.
As a Champion, Vlad the Impaler may provide Martian Manhunter (II) with a Justice League Marker through his Justice League of America special power.
As a Unique Champion Hero, when Vlad the Impaler is destroyed, any unrevealed Order Markers on his card may be transferred to Sif through her Fierce Loyalty special power, and Sif may attack one additional time for the remainder of the round.
As a Human, Vlad the Impaler allows adjacent friendly Civilians to roll an additional attack and defense die due to their Strength in Numbers special power.
As a Unique Human Hero, Vlad the Impaler may be chosen as Rover's Companion with his Sentinel Companion special power.

Immunities, Benefits and Weaknesses

Spoiler Alert!

Immunities
Official Classic:

N/A

Valhalla Customs:

N/A Competitive Unit Congress:

N/A

My Classic Customs:

N/A

Other People’s Customs I Use:

N/A

Marvel and C3G:

N/A
Benefits
Official Classic:

N/A
Valhalla Customs:

N/A

Competitive Unit Congress:

N/A

My Classic Customs:

N/A

Other People’s Customs I Use:

N/A
Marvel and C3G:

N/A

Weaknesses
Official Classic:

Templar Cavalry roll one additional attack die versus Vlad the Impaler due to their Righteous Smite special power.
Small or Medium figures within 3 clear sight spaces of Ana Karithon roll one additional defence die against Vlad the Impaler due to her Protection from Evil Aura special power
Valhalla Customs:

After revealing an order marker on this card, you may first take a turn with a Champion who follows Utgar or Valkrill that you control.

Harsh Example

At the start of any round, after rolling for initiative, you may choose any Unique Hero you control who follows Utgar and destroy a Wallachian Infantryman you control adjacent to the chosen hero. For the duration of the round, all Wallachian Infantrymen within 4 clear sight spaces of that hero add one to their attack.

70 Points

Unit Bio

Spoiler Alert!

Bio- For the men of Wallachia, fear is a constant part of life. The fear of the coming harsh winters - that the harvest may not provide enough food to sustain them through it, or that the winter chill will be too bitter, and claim the lives of their livestock, or worse, their loved ones. Fear of the Plague, still a recurring nightmare, striking and leaving villages decimated, bodies piled up in the streets. Fear of the Ottomans, the fiercely expansionist eastern empire to the south, who had already crushed the Byzantines, the last successors of Rome, and occupied their capital of Constantinople - who were already encroaching into the Balkans, conquering lands and demanding tribute. Last but not least, fear of their own ruler - Vlad III, the Drakulya, feared throughout Europe as one of the most bloodthirsty princes of a bloodthirsty age. They follow him because they must - because they know what an example he will make of them if they do not, and because they know his enemies will hardly be more lenient towards them, their lands and their families.
On Valhalla, nothing has changed - these men, nearly killed in battles fought for their ruthless master, have been brought here at Utgar’s command, to fight for Vlad again. They no longer fight for their lands or their families - they fight because they have no alternative. Their master is the devil, and he does not brook dissension.

A Wallachian Infantryman adjacent to a Unique Hero you control who follows Utgar may be destroyed so that, for the rest of the round, all Wallachian Infantrymen within 4 clear sight spaces of that Hero add one to their attack. Present Unique Heroes who follow Utgar include:
* Khosumet the Darklord
* Runa

My Classic Customs:

A Wallachian Infantryman adjacent to a Unique Hero you control who follows Utgar may be destroyed so that, for the rest of the round, all Wallachian Infantrymen within 4 clear sight spaces of that Hero add one to their attack. Present Unique Heroes who follow Utgar include:
* Vlad the Impaler

Other People’s Customs I Use:

(Disclaimer: due to the number of Utgar customs out there I may or may not have added to my collection, I sadly cannot guarantee that this list will be exhaustive, if I use your custom but it is not listed here, I apologise.)
A Wallachian Infantryman adjacent to a Unique Hero you control who follows Utgar may be destroyed so that, for the rest of the round, all Wallachian Infantrymen within 4 clear sight spaces of that Hero add one to their attack. Present Unique Heroes who follow Utgar include:
* Agent Lilith, by @IshMEL (thread here).
* Sevestra Thune, by @IshMEL .
* Nerull's Champion, by @IshMEL
* Tark, by @truth (thread here)
Marvel and C3G:

Wallachian Infantry may activate any Champion who follows Utgar or Valkril through their Champion of Evil Bonding special power. Champions who follow Utgar or Valkril include: Skull Demon
Competitive Unit Congress:

N/A

My Classic Customs:

Wallachian Infantry may activate any Champion who follows Utgar or Valkril through their Champion of Evil Bonding special power. Champions who follow Utgar or Valkril include: Vlad the Impaler

Other People’s Customs I Use:

Wallachian Infantry may activate any Champion who follows Utgar or Valkril through their Champion of Evil Bonding special power. Champions who follow Utgar or Valkril include: Nerull's Champion, by @IshMEL

Marvel and C3G:

As Humans, Wallachian Infantry allow adjacent friendly Civilians to roll an additional attack and defense die due to their Strength in Numbers special power.

Immunities, Benefits and Weaknesses

Spoiler Alert!

Immunities
Official Classic:

N/A

Valhalla Customs:

N/A Competitive Unit Congress:

N/A

My Classic Customs:

N/A

Other People’s Customs I Use:

N/A

Marvel and C3G:

N/A
Benefits
Official Classic:

N/A
Valhalla Customs:

N/A

Competitive Unit Congress:

N/A

My Classic Customs:

N/A

Other People’s Customs I Use:

N/A
Marvel and C3G:

N/A

Weaknesses
Official Classic:

Templar Cavalry roll one additional attack die versus Wallachian Infantry due to their Righteous Smite special power.
Small or Medium figures within 3 clear sight spaces of Ana Karithon roll one additional defence die against Wallachian Infantry due to her Protection from Evil Aura special power
Valhalla Customs:

Good heavens, you go into a lot of detail with the synergies and such! But still, Vlad + the Wallachians look great. I was going to query how they'd do vs, say, KoW, but Vlad's fear aura makes the WI (no, not the Women's Institute) that much killier (& so does being near a Skull Demon!).

Good heavens, you go into a lot of detail with the synergies and such! But still, Vlad + the Wallachians look great. I was going to query how they'd do vs, say, KoW, but Vlad's fear aura makes the WI (no, not the Women's Institute) that much killier (& so does being near a Skull Demon!).

Nice!

Thanks! I do try to be as comprehensive as possible. Unfortunately, the Skull Demon won't help them, as its aura only boosts Valkril figures... honestly, despite their fairly large number of theoretical bonding options, I'd only really take them with Vlad or Sir Hawthorne, since the Skull Demons and Orc Champions all have powers that can't benefit them, and these guys really don't do anything for the Orc Champions that Heavy Gruts can't do as well or better in that build. Still, Vlad and Hawthorne aren't bad bonding options - hopefully that forgotten, treacherous little knight will see a bit more attention when these guys are around.

The first fall of snow is not only an event, it is a magical event. You go to bed in one kind of world and wake up in another quite different, and if this is not enchantment then where is it to be found?
— J.B. Priestley

A little seasonal update this time! I've had my eye on this figure for quite a while since I thought it was absolutely beautiful, so I asked for it as a present over the holidays, and was kindly allowed to paint her (and, fortunately, also test her, though I didn't need the figure for that!) before hand! Here was the figure prior to painting:

And here it is after I painted it.

So, anyway... here's the card, made very kindly by @DanieLoche , who also did two options for her Winter Marker (my personal favourite is the top one, but I think they're both great), along with a short bio... well, more of a song really, I was feeling a tad experimental.

Bio:

Spoiler Alert!

Bio- The Song of Lillian Eira

Pale beauty on a grassy hill
Twists her fingers in the breeze.
The air soon fills with winter’s chill
As snow blankets the ground.

She raises her twisted staff up high
As her kyrie foes take flight;
And upon her clear, ethereal cry
The winds of Rannveig clear the skies.

As the cold winds blow her raven hair
The witch surveys the field.
Do not trifle with this lady fair
With eyes like chips of ice.

(And yes, I know the first couplet of each section rhymes and the second doesn't - that was intentional. )

Oh, and a little shout out to @Soundwarp SG-1 for her Homeworld, which will be Grymwold, and of course Magical Defence is obviously stolen from C3G, though I feel that it has its place in Classic too for magic users that are powerful enough. I'll likely get around to doing her Tome in the New Year.